Nephilim Megazord

Attack
An offensive maneuver utilizing one of Nephilim's Weapons.

Defend
A defence roll (with any drive or pilot bonus added) may be made to dodge or otherwise avoid an incoming attack.

Move
Nephilim must always move at its maximum speed of 1000 km/h, or otherwise stand still. This means that its very difficult to operate. Any drive roll under 18 is considered a failure, and a drive roll of 12 or lower is considered a critical failure.

Perform Maintenance
Nephilim has an on board crew of tiny mechanic robots. As a standard action, the operator may deploy these robots to a specific damaged region for repairs. This is a Body or Soul roll with target 12. Every successful roll restores up to 20 hp.

Right Hand of the Giant
The primary weapon of Nephilim. This cannon is made from Commodore's concealed fist, typically reserved for WyrmEater. Mounted on Nephilim's upper arm, it does not require use of either hand to operate, but does require free movement of said arm. It can be fired three consecutive times before needing a round to cool down. Each attack from the cannon sends out excess plasma in a 2 meter radius from Nephilim, causing 40 points of damage to anything around it.

Commodore's Ploy
Nephilim may place a hidden mine into the ground from its right hand at will. The operator must make a Performing Arts roll to successfully do so surreptitiously, or else potential enemies will instantly be aware or its placement. Nephilim must also either move away from the mine before the enemy reaches it (so that it may be triggered) or be moving while placing it. If successfully place, any enemies within range of the mine must succeed on a Mind Roll of 14 to avoid damage. No attack roll is necessary, and no defence roll is permitted.

Amiga's Lash
Three razor-tipped bolas are loaded in Nephilim's left thigh. At will, the operator may lift one and throw it with Nephilim's left hand. As a thrown weapon, the damage modifier makes use of Nephilim's 3 levels of superstrength. A successful attack tangles the target, disabling their ability to move or defend, and hampering their attacks by a modifier of -3. The target must deliver 15 points of damage to the binds in order to overcome these defects. The damage dealt by this attack ignores 16 points of armour, and must be reloaded after three uses.